A critical flaw in NS2 close-combat
weezl
Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
The unpredictable skulk movement has already been mentioned.
And the lack of performance everybody also is aware of.
What I'd like bring up here is player collision size and how it appears from first-person in close combat in NS2.
<b>When I go back to NS1 after getting used to NS2 (as marine), it's like there suddenly is a forcefield in front of me, around me, that keeps (especially) the skulks at bay!</b> While in NS2 as soon as a skulk player that knows what he's doing get's up close and starts jumping around you, adding what I wrote up top, it's practically impossible to do anything!
This hard to notice mechanic can do alot in making basic skulk vs rifle fair I believe!
I remember some time ago the devs were talking about player collision systems and that they should be soft (or something), producing a repelling force instead of a dead-stop. This is what I think is the cause, and needs to be tweaked.
And the lack of performance everybody also is aware of.
What I'd like bring up here is player collision size and how it appears from first-person in close combat in NS2.
<b>When I go back to NS1 after getting used to NS2 (as marine), it's like there suddenly is a forcefield in front of me, around me, that keeps (especially) the skulks at bay!</b> While in NS2 as soon as a skulk player that knows what he's doing get's up close and starts jumping around you, adding what I wrote up top, it's practically impossible to do anything!
This hard to notice mechanic can do alot in making basic skulk vs rifle fair I believe!
I remember some time ago the devs were talking about player collision systems and that they should be soft (or something), producing a repelling force instead of a dead-stop. This is what I think is the cause, and needs to be tweaked.
Comments
When two players jump at each other there is quite a high probability they will clip into each other and sometimes even go through each other. And yes this also needs to be fixed along with the #1 performance, #2 model orientation. I'm not a fan of the soft collisions either, they are kinda favouring the aliens to some extent (but can also backfire, because jumping randomly through a marine can throw you off target as well). Although I'm not entirely sure they are soft collisions, it feels more like something weird/buggy going on :/
When two players jump at each other there is quite a high probability they will clip into each other and sometimes even go through each other. And yes this also needs to be fixed along with the #1 performance, #2 model orientation. I'm not a fan of the soft collisions either, they are kinda favouring the aliens to some extent (but can also backfire, because jumping randomly through a marine can throw you off target as well). Although I'm not entirely sure they are soft collisions, it feels more like something weird/buggy going on :/<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm curious, is the soft collision because the collision boxes are like octagons or something so you get smoother edges? Or was it something specifically coded in? :o
As for the soft collisions, I actually like the idea. One thing that always annoyed me was how experienced players were pretty much as affective at range as they were in what was essentially melee combat. At long range, the marine should have a clear advantage, at medium range, it should be kind of 50/50, maybe a bit more to the marine, but at melee range, the marine should be dead in the water.